In all honesty being forced to play maps I do not like is the number one reason why I choose to not play. Often I do not want to play HLC, Paris, or other 2 CP maps. Sometimes I only want to play in the arena style King of the Hill Maps. Not having the choice here where in every other FPS game I do have a choice is a huge disadvantage to Overwatch
If DPS are quitting because of queue times then it’s a problem that will fix itself; enough DPS leave, queue times get better.
What I’m worried about is when OW2 releases, I reckon PVE will appeal more to Support and Tank players than DPS players as DPS players are more interested in the competitive aspect of the game, which will make DPS queue times even worse.
Not to mention, OW2PVP will probably appeal more towards new players in existing FPS games. So you’d get a higher ratio of DPS players with your new players.
The pass thing is the literal dumbest thing they could have done, because everyone who wants to play dps will just get them. Then since everyone has the pass, queue time go back to normal length.
Given that roughly two thirds of the playerbase seems to prefer to play DPS, and the fact that they have to wait the longest to play by far, this seems to make sense to me
sadly, this is just one of the many severe problems 222 inflicted upon the game
in essence this is true - if everyone is in the vip queue, there is essentially no vip queue
there was nothing to fix - at least in terms of the game per se
GOATS was only ever a real problem in OWL, where it was impacting ticket sales.
Sadly, the 222 “solution” was inflicted upon all of us, not just OWL, which is the only place a solution was needed
not at all
Long dps queue times are due to the 222 infesting the game
the excessive queue times were not a thing until we were inflicted with 222
GOATS was a symptom of a much bigger problem - extreme synergy caused by very specific and unresolvable combinations of heroes meant other heroes were not played. Those synergies were felt in all levels of play, especially on PC (note: you did not experience PC play). 222 resolved this and made sure other heroes got played. Please tell me why you think this is not true?
Why do you think OWL is the sole motivation of the overwatch devs implementing 222 when it is only part of their long term multi-stream revenue monetization scheme for their game?
It’s because of design of the game - it’s designed to avoid stalemates, by making damaging side win. And which role specifically designed around damage and kills? That’s right.
If game actually has balance between offense and defense, at some point it results in stalemate. So, why play role, that is designed to be losing by default?
I rather wait 10 to 15 minutes to play dps knowing I am going to get tanks and healers in my game , than than have 5 other people pick dps in my game and have no tanks and healers to back me up.
GOATS was neither a problem nor a symptom of a problem, except in OWL
There was nothing to resolve
Synergy is something that has always been available in the game, and the more successful teams tend to make use of such synergies, given that overall team output exceeds the sum of the whole without
there is always a meta or three…some in vogue, some going away, some beginning to be seen
as such, there are always characters who see more play and characters who will see less play
this isnt a problem, it simply is
as a clarification, I have played both PCand Console versions of the game
albeit I dont see that as relevant in any way with the coversation at hand
222 resolved nothing that I would consider to be problems, but did add many severe problems to the game, including but not limited to excessive dps wait times
I admire your level of patience
However, many players consider even 5 minutes to be an excessive wait. Still other would call a 1-2 minute wait excessive
I personally don’t see it as a good thing that the wait to play a game is longer than the playtime
Players queue to play, not to wait
I have heard the 5 dps story so very many times in threads like this, as if each retelling of this story makes it more true
The devs, who have the game usage data, have declared that 5 dps was and is relatively uncommon in role-less queue games
In my own role-less queue games, I see 4 or more dps in roughly one match in every twelve, and when I do it is never a problem…its simply one more type of team to work with